Difference between revisions of "PrP: Barney the Bear"

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(Created page with "<div style="padding:5px; background-color:#e7eaea;"> == Log Info == *Title: Barney the Bear *Emitter: Benthus *Characters: Kroth (Ftr1/Mnk2) Terewin (Cav3) Blackjack (Rgr2...")
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Revision as of 10:47, 10 January 2015

Log Info

  • Title: Barney the Bear
  • Emitter: Benthus
  • Characters: Kroth (Ftr1/Mnk2) Terewin (Cav3) Blackjack (Rgr2) Arkun (Wtc2)
  • Place: Near Alexandria
  • Time: Jan 8, 2015
  • Summary: A certain forest keeper is in need of help in getting a bear relocated.
  • APL: 3
  • Encounter 1: 3x Human fighter lvl3 (CR2), CR5
  • Encounter 2: 5x Goblins, Adv +1 (CR1), CR 6

(Start of plot)

The adventurer's guild has many, many contracts being submitted to them daily. One particular contract required the need of strong and brave people to help relocate a special animal from its home to a different area. The person who offered the contract said that the creature has become to big for its local habitat, and for the continued balance (he initially wrote existence but erased it) of the local flora and fauna, it has to be moved away.

The pay seems to be adequate of someone your caliber and the place is not so far away from the city. It would likely take a day or two to get the job done and be back in the city, enjoying the comforts that your pay may provide you.

Terewin is great with animals! Most notably his steed Gallant which he rides to the site. In any case it is an opportunity to perform an important task for the city which Terewin whole heartily embraces and maybe there will be bandits involved for him to test his swords on.

Kroth is ready for what he thinks will be an easy job he waits for everyone to depart and has no problems traveling on foot if necessary

For whatever reasons there may be, you decided to take the contract and notice that several others have shown interest in it as well. Experience thought you that going on any guild contract alone is suicide, you decide to get to know who these people are and after formal introductions have been made, you all venture out towards your destination...

It is here that the group meets its first encounter. The road going towards the forest is being blocked by a group of brigands. They demand a toll for anyone using their road.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Benthus has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Benthus to instruct you further.

For additional in-combat commands, please type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Terewin rolls initiative: Roll: 8 + Bonus: 3 = Total: 11

GAME: Kroth rolls initiative: Roll: 20 + Bonus: 2 = Total: 22

Jaunty tune.

Off-key.

The terrible song is broken up periodically by a good old-fashioned game of mumblepeg, a nonsensical muttering under her breath as Blackjack plods on. No mount. No cart. Just her short-legged skipping stride that has her walking similarly to a pimp. She occasionally 'entertains' the group with stories of sailing and treasure, and her legendary persona, of course. ... And then, bandits.

"Oh, aye, this'll be ri'." A hand moves for the hilt of the greatsword at her back, lips curling into a cocky grin. "Hows about ye gimme -yer- money, an' we'll see if ye's can walk away after I'm done pokin' this up yer arse?"

GAME: Blackjack rolls initiative: Roll: 6 + Bonus: 3 = Total: 9

"A one day trip adventure. Excellent."

Arkun signed up as soon as the contract became available, if only because this contract didn't involve getting stuck in the sewers, and was thus, way better simply because of that fact. Robes neatly cleaned and shoes tended to after the whole sewer escapade. He comes to a complete stop at the Brigands, before he raises a hand up and scratches at the back of his neck.

"Toll? For a road? Really? No. I'm afraid not. And /remember/, I'm not dying in a group of dockboys! Nor a group of brigands! .. Wait. Oh, bollocks.."

He says this at the back of the group, obviously, in the most defensive position there is.

GAME: Arkun rolls initiative: Roll: 16 + Bonus: 6 = Total: 22

GAME: You roll initiative for Brigands: Roll: 12 + Bonus: +2 = Total: 14

=============== Current Initiative Order - Round 1 ===============

---Init--Name----------------Notes--------------------------------------------

22 Kroth Flat-footed (0 rnds active)


22 Arkun Flat-footed (0 rnds active)


14 Brigands


11 Terewin Flat-footed (0 rnds active)


9 Blackjack Flat-footed (0 rnds active)


==================================================================

| Name | Race | Class |E Lev| CHP | HP | AC |CMD |For |Ref |Wil |


|Arkun |HUMAN |Wtc | 2 | 20 | 20 | 12 | 13 | 3 | 2 | 4 |

|Blackjack |HUMAN |Rgr | 2 | 21 | 21 | 19 | 19 | 5 | 6 | 2 |

|Kroth |ORC |Ftr/Mnk | 3 | -2 | 26 | 18 | 21 | 7 | 5 | 8 |

|Terewin |HUMAN |Cav | 3 | 11 | 29 | 20 | 20 | 6 | 5 | 2 |



GAME: Benthus advances the initiative order.

Round One - Init 22.

It is now Kroth's turn! Arkun is next!

GAME: Note Flat-footed on Kroth ended.

GAME: Benthus rolls 1d6: (5): 5

GAME: Kroth rolls melee+1+2-1: (9)+5+1+2+-1: 16

GAME: Kroth rolls 1d6+3+1+2: (1)+3+1+2: 7

GAME: Benthus advances the initiative order.

Round One - Init 22.

It is now Arkun's turn! Brigands is next!

GAME: Note Flat-footed on Arkun ended.

Kroth simply shakes his head for a second then roars as he charges forward and slams a brass knuckle into the brigand.

GAME: Benthus rolls 1d20+2: (15)+2: 17

GAME: Benthus advances the initiative order.

Round One - Init 14.

It is now Brigands' turn! Terewin is next!

GAME: Benthus rolls 1d20+10: (19)+10: 29

GAME: Benthus rolls 1d20+10: (5)+10: 15

GAME: Benthus rolls 1d20+8: (2)+8: 10

"NO!"

Shouts Arkun, from fifty feet away. This is obviously just to make sure they know they aren't actually going to get any money from the party, after all. He shuffles forwards a few steps, before his right eye almost pops out of its socket as it spins and revolves, finally settling on one of the Brigands, who shakes it off.

"Bollocks."

GAME: Benthus rolls 1d6+3: (3)+3: 6

GAME: You damaged Kroth for 6 points. 20 remaining.

GAME: Benthus advances the initiative order.

Round One - Init 11.

It is now Terewin's turn! Blackjack is next!

GAME: Note Flat-footed on Terewin ended.

GAME: Terewin rolls melee+4+1+1: (12)+7+4+1+1: 25

The three human brigands immediately attack Kroth when the monk jumps in and injures one of their numbers. Two of them move and attack him from the sides, one of them being able to penetrate his defenses and lands a blunt injury to the side of his head with his club. The rest only manage to hit air.

GAME: Terewin rolls 1d8+6: (6)+6: 12

GAME: Benthus advances the initiative order.

Round One - Init 9.

It is now Blackjack's turn! Kroth is next!

GAME: Note Flat-footed on Blackjack ended.

Terewin spurs Gallent into a run at the nearest bandit holding his two bladed sword in both hands to cleave mightily into the bandit's chest. "You would steal from a knight?! Stand down scoundrels!"

GAME: Blackjack rolls melee+1+2+2+2-1: (2)+6+1+2+2+2+-1: 14

GAME: NEW ROUND!

Benthus advances the initiative order.

Round Two - Init 22.

It is now Kroth's turn! Arkun is next!

A skipping run brings Blackjack into range of the bandits, a keen eye, a steady hand! ... A shitty swing.

"Och, ye chancer!" She curses, already readying herself for another swing, but off-balance from the first. The pirate huffs out a breath in a snooted 'hmph'. How dare they not be in the way of her sword!

GAME: Kroth rolls melee+1+1-2-1+2: (12)+5+1+1+-2+-1+2: 18

GAME: Kroth rolls melee+1+1-2-1+2: (13)+5+1+1+-2+-1+2: 19

GAME: Kroth rolls 1d6+3+2+1: (2)+3+2+1: 8

GAME: Kroth rolls 1d6+3+2: (6)+3+2: 11

GAME: Benthus advances the initiative order.

Round Two - Init 22.

It is now Arkun's turn! Brigands is next!

GAME: Benthus rolls 1d20+2: (4)+2: 6

GAME: Benthus advances the initiative order.

Round Two - Init 14.

It is now Brigands' turn! Terewin is next!

Kroth maneuvers in the midst of the bandits and forces one into an awkward position between an ally. several punches later it is seriously injured.

Once again, Arkun's eye does that very odd thing that it seems to do. From the depths of his robes, a pair of glowing eyes stare out at the Brigand, as the man channels the energies from unknown patron spirits to weaken the Brigand. Mostly by giving him a really, really creepy stare until he seems to flinch somewhat.

GAME: Benthus rolls 1d20+8 Terewin: (1)+8 Terewin: 9 (EPIC FAIL)

GAME: Benthus rolls 1d20+10 Kroth: (15)+10 Kroth: 25

GAME: Benthus rolls 1d20+10 Kroth: (5)+10 Kroth: 15

GAME: Benthus rolls 1d6+3: (6)+3: 9

GAME: You damaged Kroth for 9 points. 11 remaining.

GAME: Benthus advances the initiative order.

Round Two - Init 11.

It is now Terewin's turn! Blackjack is next!

GAME: Terewin rolls melee+1+1+2-2: (7)+7+1+1+2+-2: 16

GAME: Terewin rolls melee+1+1+2-2: (6)+7+1+1+2+-2: 15

GAME: Terewin rolls +6: (10)++6: 16

GAME: Terewin rolls +2: (9)++2: 11

GAME: Terewin rolls +2: (2)++2: 4

"A knight? You? You must be joking. Come down here so I can pummel you to death." One of the brigands challenges Terewin and swings his club at the mounted cavalier and misses. The other two brigands seem to have it for the monk, and gang up on him. One of them manages to club him well in the back of the head, the other misses.

You paged Terewin with 'Hmmm... Two rolls?'

You paged Terewin with '16 and 15?'

You paged Terewin with 'Double swords! I thought you meant two-handed swords. Yup, one of them hits. And horse has 1 hit as well. Roll for both.'

Kroth has reconnected.

GAME: Terewin rolls 1d8+4: (5)+4: 9

GAME: Terewin rolls 1d4+3: (4)+3: 7

Kroth has partially disconnected.

GAME: Benthus advances the initiative order.

Round Two - Init 9.

It is now Blackjack's turn! Kroth is next!

GAME: Blackjack rolls heal: (5)+2: 7

Gallant rears up underneath Terewin, biting the bandit and striking with his hooves, all the while the young swordsman remains in control and slices out with both ends of his two bladed sword from each side, drawing blood on the first strike.

GAME: Blackjack rolls melee+4: (1)+6+4: 11 (EPIC FAIL)

GAME: NEW ROUND!

Benthus advances the initiative order.

Round Three - Init 22.

It is now Kroth's turn! Arkun is next!

Blackjack arcs up in attack and misses once again. Cursing goes on, as cursing is wont to do.

GAME: Kroth rolls melee+1+1+2-2-1: (15)+5+1+1+2+-2+-1: 21

GAME: Kroth rolls melee+1+1-2-1: (3)+5+1+1+-2+-1: 7

GAME: Kroth rolls 1d6+3+1+2: (1)+3+1+2: 7

GAME: Benthus advances the initiative order.

Round Three - Init 22.

It is now Arkun's turn! Brigands is next!

Kroth continues to throw a series of attacks, mostly punches focused on his brass knuckle. It slams into the wounded one, crushing a rib or two and sending him collapsing to the ground with a punctured lung. Kroth tries to hit the other but the brigand gets out of the way quickly.

GAME: Benthus rolls 1d20+2: (18)+2: 20

GAME: Benthus advances the initiative order.

Round Three - Init 14.

It is now Brigands' turn! Terewin is next!

GAME: Benthus rolls 1d20+8: (14)+8: 22

GAME: Benthus rolls 1d6+3: (4)+3: 7

GAME: You damaged Kroth for 7 points. 4 remaining.

GAME: Benthus advances the initiative order.

Round Three - Init 11.

It is now Terewin's turn! Blackjack is next!

With a raise of a hand and a flick of a wrist, Arkun makes an odd arcane symbol in the air. It hovers for a moment, before with a crackle of static, the symbol disintegrates, leaving the odd Arcanist spitting curses and almost having a fit of anger.

The last remaining brigand grieves that his companions have both bitten the dust. He wails his frustration at Kroth and successfully clubs him a second time. In the head.

GAME: Terewin rolls melee+1+1+4: (12)+7+1+1+4: 25

GAME: Terewin rolls 1d8+6: (4)+6: 10

GAME: You clear initiatives.

GAME: Benthus has cleared initiatives.

Terewin looks up at the fleeing bandits and spurts his horse forward, running him down with an overhead blow down on the bandit with his double blade. "Buy these guys where a mark short of smart, but they got what they deserved!"

Kroth looks around, breathing heavily for a moment. "We should tie them up, and come back later after our assignment. If something happens between now and then, that is the gods will."

"Seconded." Arkun states, as he pulls a length of rope from a pack underneath one of the bundles of his robes. He proceeds to tie the brigands together, hand and feet, hogtie style, yeehaw.

"So. Anyone need some immediate healing, or are we good to continue after a little rest?"

Kroth grunts, looking over multiple cuts on his body. "I could use some healing."

Terewin turns his horse around and eyes the bandits and then shrugs "I suppose this is best, shall we proceed once they are tied up?"

Kroth frowns, "Lets move on, if we encounter another fight, I'll use a bow, cause I cannot get up close again."

GAME: Arkun casts Cure Light Wounds. Caster Level: 2 DC: 15

GAME: Arkun rolls 1d8+2: (2)+2: 4

GAME: Arkun casts Cure Light Wounds. Caster Level: 2 DC: 15

GAME: Arkun rolls 1d8+2: (1)+2: 3

GAME: Kroth rolls initiative: Roll: 17 + Bonus: 2 = Total: 19

GAME: You damaged Kroth for -7 points. 11 remaining.

GAME: You clear initiatives.

GAME: Benthus has cleared initiatives.

With a wave of his hand and a few choice words, Arkun manages to make Kroth a little less dead. A little. Just a little.

After the group has finished taking care of the three highwaymen, they continue towards their original journey. It does not take long before you all arrive in the forest and the location where you were suppose to meet this Malfoy Gaindridge. You wait a while and then something moves towards your location. "Hallo there!" Says the person that is moving out of the foliage. "My name is Malfoy Gaindridge. You must be the adventurers that I have been trying to hire." As he steps out of the forest and into the clear, a person of short round stature is revealed. He has leaves and branches sticking out of his dirt covered clothes and looks more like a walking-mudman than an employer. "There isn't much time to spare I am afraid. He will soon be waking up and when he does so, it will be more difficult to move him to his new home. Oh, did I tell you that you must not kill Barney?"

Barney happens to be a bear. A big bear. And very temperamental. It would not be wise to get it angry as the forest keeper spoke of the times where barney slayed several people for wandering on its property unannounced.

"Alright, now that that issue has been taken cared of, you all need to know its location."

The keeper makes a map on the ground and uses some visible terrain as landmarks, and then points out the location of the bear's den.

"I do hope you can bring him to his location here." He points to another are on the drawn map, which is slightly far by those present.

He claps his hand and says, "Alright, times a wasting! I better let you do what you need to do. I will be hear when the job is complete. And I will know that bear is in its new home because I have some friends there who will inform me as soon as Barney gets there. So no tricks, please."

Kroth frowns, looking at the bear, the map, and then the man. "How are we to move him? You just asked for adventurers, you should have specified druids or rangers if you did not have your own plan."

Terewin looks at the makeshift map and then back up at the others "I am good with animals but not good enough for a wild bear I think or at least I wouldn't count on it. Perhaps we can knock it out and drag him there somehow?" the horseman offers.

Mister Gaindridge looks perplexed at the question raised by Kroth. "Carry him? He may have gained a few pounds due to winter and it is its hibernation period, but I think you four strong men (and women), can handle it?"

".. Carry... a bear?"

Is Arkun's addition to this whole business.

"How about your village provides a cart and some horses?"

Blackjack sits nearby, picking her teeth; apparently this is talk for menfolk, not a delicate flower such as herself.

Mister Gaindridge looks at Terewin and his horse and then point to the horse. "I am sure that your pack horse can do the task of carrying Barney to his new home. Just don't wake him up. He can be very troublesome if he does wake up."

Terewin raises an eyebrow "Packhorse?! Gallant is a Myrrish warhorse! I demand you take your statement back!" he says in a commanding tone, the horse stomps his hoof with indignation.

"No. Not doing it. You told us to move an animal. You said nothing about a dangerous giant bear that you won't provide any gear to help move. Deal with the bear yourself. I'm going home if this is the case."

Arkun slaps his hands together before dusting himself off, turning on a heel. "At least we can get back in time to hand the bandits in for that reward."

Kroth looks around, at Arkuns comment he frowns, but doesn't seem to disagree offhand. He then looks the others, "I feel that attempting this task will cause more harm than good. We wake the bear, it eats us or we kill it....either way, bad."

The forest keeper looks pleadingly at you all, "But... But your adventurers, right? You do this for a living? You solve other people's problem for money." The keeper falls on his knees and sobs, "Please, Barney needs a new home. Have some kindness in your hear for the wild creatures of the forest." He wails and sobs and wipes his bulbous nose.

Lipsmack. Deep sigh.

Blackjack gets herself to a standing position when Arkun moves to leave, her shoulders rolling back and head tilting to the side. "... I aren't one t'back down from a challenge, but... aye, th'lad's gota point. Maybe if yon twig-bearer," Haw. "Were offerin' a viable method o'transport... maybe..." A hand rests at her hip, her weight shifting as she bows her head in contemplation. "I ain't got th'back necessary t'haul a bear... most especially not on top of this fellow's poor horse." She frowns, "... it'd.. be a lot shorter by th'end."

And then the man stops sobbing. "... Lairds above, lad, get ahold a'yerself." The skin above her nose wrinkles, "S'embarrasin'." Her brows raise, her smile turning too dorky, "Em-bear-assin'! HAW!" She slaps her knee audibly, snorting and barking out a ruckus laugh. "Aye, m'funny."

Apparently, if kindness is what this man is after, he's come to the wrong girl.

"Ye get a cart, ye get some horses, ye apologize t'... Gallant... maybe we see what we can do. But, sake, man, mansake, stop yer blubberin'."

Terewin ponders "Well we could try and make some kind of litter for the bear and if the slight to Gallant's honor is remedied he could see about pulling it." he offers in he face of the miserable blubbering of the woodsman.

Kroth frowns, and shrugs, "If you think you can build a litter strong enough, we can try. I do not wish to kill the bear simply because we did not know what we were doing."

Mister Gaindridge looks up at the adventurers that have gathered around him and says, "I think I can get a make-shift litter for you, but the place going there is not safe at the moment. Goblins have been walking around this forest lately looking for something. I don't know what. But you can get the litter if you go to this place (he points a location on the earth drawn map). You can use that in carrying Barney to his new home." He then walks over to Gallant and talks to the horse, "You should have said something that you were a warhorse. Bad horsey, bad." He attempts to be mean to Gallant but hugs it's head in the end, rubbing face with it. "Sorry for calling you a pack horse, dear." He turns and looks at all and says, "Will that be enough to get you to have Barney relocated?"

"You never said there were goblins, either." Arkun accuses. "So. Now we have to deal with a over sized bear and a pack of Goblins. What is the time constraints on this? I'm going to have to prepare more spells for healing if we're going up against a pack of those things."

Mister Gaindridge looks about, "Somebody is hurt? Who?" He asks, relatively concerned.

Terewin looks at Gallant, which nods in return "Ok, Gallant will help and any goblin foolish enough to attack a bear, sleeping or no is daft. Lets get this litter made and lets see how far we get. Perhaps carry some food for the bear should he wake up, if anyone knows what he eats."

Kroth grimaces and nods, "Alright, lets check on these goblins then, if that's something we can deal with then we can try to move the bear. If not....well, angoron can laugh at me running away."

Malfoy notices that Kroth is in a very bad shape and offers a bit of his healing to him. "Remember, this is wild forest magic, so you might have some strange side-effects. Would you like to have a try?" The keeper smiles, bobbing his head up and down, hoping that it would be accepted.

Kroth nods, "Go ahead."

The forest keeper smiles at Kroth and proceeds to touch the monk and apply some stuff over him. He begins encanting some words and moving about strangely, but after all of it has been done, Kroth is fully healed, but then his body hair starts to grow uncontrollably, until he is matted in hair.

GAME: You damaged Kroth for -100 points. 26 remaining.

"Ah, your wounds are all sealed. Wonderful. I will see you soon when the job is done. You pay will be ready, I assure you." Says Mister Gaindridge and then he waves as the group departs.

GAME: Arkun rolls perception: (19)+3: 22

GAME: Terewin rolls perception: (8)+0: 8

GAME: Blackjack rolls perception: (6)+7: 13

GAME: Kroth rolls perception: (7)+7: 14


Along the journey to get the make-shift litter, something seems to be taking an interest in the group. No sooner did Arkun warn the group of his findings that arrows begin flying into their area...


GAME: Blackjack rolls initiative: Roll: 4 + Bonus: 3 = Total: 7

GAME: Kroth rolls initiative: Roll: 11 + Bonus: 2 = Total: 13

GAME: Terewin rolls initiative: Roll: 14 + Bonus: 3 = Total: 17

GAME: Arkun rolls initiative: Roll: 20 + Bonus: 6 = Total: 26


GAME: You roll initiative for Weird goblins: Roll: 14 + Bonus: +8 = Total: 22

GAME: Benthus rolls 1d4: (2): 2

Staring up the tree for a moment, Arkun stares oddly at the goblins that clamber around on the treetops. "That is just not right," He states, as if stating the obvious. He dodges under a hail of arrows by bravely diving to the ground and covering his head, with the adage: If I cannot see it, it cannot hurt me.

His head tilts up, before he settles both eyes on one of the goblins, staring at it until it flinches and decides to shiver on the spot a moment.

GAME: Benthus rolls 1d20+1: (16)+1: 17

GAME: Benthus rolls 1d4: (3): 3

GAME: Benthus rolls 1d4: (4): 4

GAME: Benthus rolls 1d4: (2): 2

GAME: Benthus rolls 1d4: (4): 4

GAME: Benthus rolls 1d20+6 Kroth: (7)+6 Kroth: 13

GAME: Benthus rolls 1d20+6 Kroth: (2)+6 Kroth: 8

GAME: Benthus rolls 1d20+6 Blackjack: (8)+6 Blackjack: 14

GAME: Benthus rolls 1d20+6 Terewin: (19)+6 Terewin: 25

GAME: Benthus rolls 1d4: (3): 3

GAME: Benthus advances the initiative order.

Round One - Init 26.

It is now Arkun's turn! Weird Goblins is next!

GAME: Note Flat-footed on Arkun ended.

The four goblins fire their arrows at the adventurers, two have focused on Kroth, while the other two focused on Blackjack and Terewin. Terewin gets grazed by an arrow.

GAME: You damaged Terewin for 3 points. 26 remaining.

GAME: Benthus rolls 1d20+1: (4)+1: 5

GAME: Benthus advances the initiative order.

Round One - Init 22.

It is now Weird goblins' turn! Terewin is next!

GAME: Benthus rolls 1d20+6: (15)+6: 21

GAME: Benthus rolls 1d20+6: (9)+6: 15

GAME: Benthus rolls 1d20+6: (20)+6: 26

Arkun stares angrily at one of the goblins again. It seems to work this time, as one of them is visibly shaken.

GAME: Benthus rolls 1d20+6: (8)+6: 14


| Name | Race | Class |E Lev| CHP | HP | AC |CMD |For |Ref |Wil |


|Arkun |HUMAN |Wtc | 2 | 20 | 20 | 12 | 13 | 3 | 2 | 4 |

|Blackjack |HUMAN |Rgr | 2 | 21 | 21 | 19 | 19 | 5 | 6 | 2 |

|Kroth |ORC |Ftr/Mnk | 3 | 26 | 26 | 18 | 21 | 7 | 5 | 8 |

|Terewin |HUMAN |Cav | 3 | 26 | 29 | 20 | 20 | 6 | 5 | 2 |


GAME: Benthus rolls 1d20+6: (9)+6: 15

GAME: Benthus rolls 1d4: (3): 3

GAME: Benthus rolls 1d4: (2): 2

GAME: You damaged Kroth for 4 points. 22 remaining.

GAME: Benthus rolls 1d4: (3): 3

GAME: You damaged Kroth for 2 points. 20 remaining.

GAME: You damaged Blackjack for 3 points. 18 remaining.

GAME: Benthus advances the initiative order.

Round One - Init 17.

It is now Terewin's turn! Kroth is next!

GAME: Note Flat-footed on Terewin ended.

GAME: Terewin rolls ranged: (9)+6: 15

The goblins reload on their short bows and once again dire at their targets. Kroth gets hit twice but their arrows are of poor quality and don't hurt that much. One goblin arrow hits blackjack and is grazed as well.

GAME: Benthus advances the initiative order.

Round One - Init 13.

It is now Kroth's turn! Blackjack is next!

GAME: Note Flat-footed on Kroth ended.

GAME: Kroth rolls ranged: (17)+4: 21

GAME: Kroth rolls 1d8+3: (7)+3: 10

GAME: Benthus advances the initiative order.

Round One - Init 7.

It is now Blackjack's turn! Arkun is next!

GAME: Note Flat-footed on Blackjack ended.

Terewin is not mounted as Gallant pulls the litter but he draws out his light crossbow and takes aim at the trees, the dart missing the enemy but he holds firm and begins to reload. Terewin for one will not stand down from his charge!

Kroth has a fairly nice bow, its all specially made for his strength, he just prefers to get in close and punch things. He draws an arrow back, and then releases, the arrow finding its mark and sending one of the goblins falling to the ground dead.

GAME: Blackjack rolls ranged: (20)+5: 25 (THREAT)

GAME: Blackjack rolls ranged: (1)+5: 6 (EPIC FAIL)

GAME: Blackjack rolls 1d8+4: (4)+4: 8

GAME: NEW ROUND!

Benthus advances the initiative order.

Round Two - Init 26.

It is now Arkun's turn! Weird Goblins is next!

Blackjack pulls out her bow and fires at the goblin Arkun's been staring down. The arrow finds it's mark, but doesn't fell the critter. Still, he's feelin' it.

GAME: Benthus rolls 1d20+1: (12)+1: 13

GAME: Benthus advances the initiative order.

Round Two - Init 22.

It is now Weird goblins' turn! Terewin is next!

Arkun is just staring them down, one by one. Locking eyes and giving them the good ol' lazy eye treatment until he see's the mildly weirded out look in their features. That would be fantastic. He raises a hand, idly pointing at one goblin, then another. "Weakened."

GAME: Benthus rolls 1d4: (1): 1

GAME: Benthus rolls 1d20+4: (1)+4: 5 (EPIC FAIL)

GAME: Benthus rolls 1d20+4 Kroth: (5)+4 Kroth: 9

GAME: Benthus rolls 1d20+6 Blackjack: (14)+6 Blackjack: 20

GAME: Benthus rolls 1d20+6 Terewin: (4)+6 Terewin: 10

GAME: Benthus rolls 1d4: (3): 3

GAME: You damaged Blackjack for 3 points. 15 remaining.

GAME: Benthus advances the initiative order.

Round Two - Init 17.

It is now Terewin's turn! Kroth is next!

GAME: Terewin rolls ranged: (19)+6: 25

GAME: Terewin rolls ranged: (20)+6: 26 (THREAT)

All of a sudden, the ground bursts in front of the group and something comes out of it charging Arkun. It's a wild goblins carrying a short sword. Just before it reaches the warlock, it stumbles and nearly falls flat on the ground. The rest continue to draw arrows and fire. Blackjack is grazed again...

GAME: Terewin rolls +6: (3)++6: 9

GAME: Terewin rolls 2d8: (7): 7

GAME: Benthus advances the initiative order.

Round Two - Init 13.

It is now Kroth's turn! Blackjack is next!

Terewin pionts to the goblin that has poped up and bellows in a commanding voice "Gallant! Attack!" before reloading his bow and drawing a bead on the weakend goblin, plucking it from its perch with a well placed bolt.

GAME: Kroth rolls melee+1+1-2-1: (9)+5+1+1+-2+-1: 13

GAME: Kroth rolls melee+1+1-2-1: (14)+5+1+1+-2+-1: 18

GAME: Benthus advances the initiative order.

Round Two - Init 7.

It is now Blackjack's turn! Arkun is next!

Kroth moves up, dropping his bow and closing in to protect their spellcaster. He throws a few quick jabs at the goblin but apparently its way to quick and totally avoids him.

GAME: Blackjack rolls ranged: (13)+5: 18

Blackjack shoots and misses.

GAME: NEW ROUND!

Benthus advances the initiative order.

Round Three - Init 26.

It is now Arkun's turn! Weird Goblins is next!

GAME: Benthus rolls 1d20+1: (13)+1: 14

GAME: Benthus advances the initiative order.

Round Three - Init 22.

It is now Weird goblins' turn! Terewin is next!

Oogaboogla. Arkun does the good ol' evil eye again. To be honest, he might just have a honestly really weird stare as he points at the goblin that charged into melee.

GAME: Benthus rolls 1d20+4: (17)+4: 21

GAME: Benthus rolls 1d4+2: (2)+2: 4

GAME: You damaged Kroth for 4 points. 16 remaining.

GAME: Benthus rolls 1d20+6 Kroth: (4)+6 Kroth: 10

GAME: Benthus rolls 1d20+6 Blackjack: (7)+6 Blackjack: 13

GAME: Benthus advances the initiative order.

Round Three - Init 17.

It is now Terewin's turn! Kroth is next!

The goblin that is on ground level switches targets and goes after the monk. It swings its short sword at Kroth and manages to cut him. The archer goblins didn't fare so good.

GAME: Terewin rolls ranged: (12)+6: 18

GAME: Terewin rolls 6: (14)+6: 20

GAME: Terewin rolls 2: (14)+2: 16

GAME: Terewin rolls 2: (2)+2: 4

GAME: Terewin rolls 1d4+3: (4)+3: 7

GAME: Benthus advances the initiative order.

Round Three - Init 13.

It is now Kroth's turn! Blackjack is next!

Terewin reloads his bow and takes aim at the trees, managing to land a very telling shot on the trunk. That will show that tree. Meanwhile Gallant stomps and bites at the goblin, his hooves missing but he does chomp down hard on the goblin, is Terewin feeding it?

GAME: Benthus advances the initiative order.

Round Three - Init 7.

It is now Blackjack's turn! Arkun is next!

GAME: Blackjack rolls ranged: (11)+5: 16

Blackjack shoots and misses.

GAME: NEW ROUND!

Benthus advances the initiative order.

Round Four - Init 26.

It is now Arkun's turn! Weird Goblins is next!

GAME: Benthus rolls 1d20+1: (9)+1: 10

Arkun hits one of the archers with the good ol' Evil Eye. He points at it to show it out to the others, while trying to keep himself down low to dodge any incoming arrows.

Kroth glances up at the horse that has just trampled his goblin, "That one was mine!" he grunts and turns to step back and grab his bow.

GAME: Benthus advances the initiative order.

Round Four - Init 22.

It is now Weird goblins' turn! Terewin is next!

GAME: Benthus rolls 1d20+6 Kroth: (15)+6 Kroth: 21

GAME: Benthus rolls 1d20+6 Blackjack: (8)+6 Blackjack: 14

GAME: Benthus rolls 1d4: (1): 1

GAME: You damaged Kroth for 1 points. 15 remaining.

GAME: You damaged Kroth for -1 points. 16 remaining.

GAME: Benthus advances the initiative order.

Round Four - Init 17.

It is now Terewin's turn! Kroth is next!

GAME: Terewin rolls ranged: (4)+6: 10

The goblins on the treest continue to attack their targets with arrows. One of them would have hit Kroth, but the monk slaps the arrow away.

GAME: Benthus advances the initiative order.

Round Four - Init 13.

It is now Kroth's turn! Blackjack is next!

Terewin is on a mission, to punish those trees. Especially after what they said about his mother? His mother! Who was a respected knight in her day! That's one more bolt in the trunk of a tree.

GAME: Benthus advances the initiative order.

Round Four - Init 7.

It is now Blackjack's turn! Arkun is next!

GAME: Blackjack rolls ranged: (8)+5: 13

Blackjack shoots and misses again.

GAME: Kroth rolls ranged: (19)+4: 23

GAME: Kroth rolls 1d8+3: (6)+3: 9

GAME: NEW ROUND!

Benthus advances the initiative order.

Round Five - Init 26.

It is now Arkun's turn! Weird Goblins is next!

Kroth swipes an arrow out of the air, then draws one of his own and sends it back at the goblin that fired at him, or, well one of them. He lands a solid hit and the creature falls to the ground.

GAME: Benthus rolls 1d20+1: (6)+1: 7

GAME: Benthus advances the initiative order.

Round Five - Init 22.

It is now Weird goblins' turn! Terewin is next!

GAME: Benthus rolls 1d20+6 Blackjack: (4)+6 Blackjack: 10

GAME: Benthus advances the initiative order.

Round Five - Init 17.

It is now Terewin's turn! Kroth is next!

Arkun hits the last Goblin with the good ol' EVIL EYE.

The single remaining goblin seems undeterred by the fate of his four allies and continues to draw another arrow and fire at blackjack. Again, it misses.

GAME: Terewin rolls ranged: (11)+6: 17

GAME: Benthus advances the initiative order.

Round Five - Init 13.

It is now Kroth's turn! Blackjack is next!

Terewin continues to punish the trees, this time shooting a bolt through several leaves.

GAME: Kroth rolls ranged: (14)+4: 18

GAME: Kroth rolls 1d8+3: (6)+3: 9

GAME: You damaged Terewin for -100 points. 29 remaining.

GAME: You damaged Kroth for -100 points. 26 remaining.

GAME: You damaged Arkun for -100 points. 20 remaining.

GAME: You damaged Blackjack for -100 points. 21 remaining.

Kroth seems to be having much better luck with his bow, and manages to hit with yet another arrow, knocking another goblin out of the tree.

With the last of the goblins defeated the trip to the area where the make-shift litter can be found is achieved. Taking the litter, the group heads towards the cave where the best is resting. It is presently hibernating. It seems somewhat aware of your presence, but doesn't seem to stir. It is a very big brown bear.

Terewin very carefully approaches the bear, trying to seem as non-threatening as possible and recalling his training with horses to help.

GAME: Blackjack rolls strength: (1)+4: 5 (EPIC FAIL)

Blackjack leans against the bear, helpfully.

GAME: Terewin rolls strength: (19)+4: 23

GAME: Arkun rolls strength: (6)+0: 6

GAME: Kroth rolls strength: (17)+3: 20

Blackjack cheers.

With the litter the Oruch is a bit more confident about their chances, so Kroth will assist with the other larger members of the group to secure the bear and transport it.

Blackjack cheers quietly.

Terewin with a great grunt and a lot of effort starts pushing the bear over onto the litter, barely managing to get it on.

With Barney the big brown bear safely deposited on its ride, the group make their way towards its new home. Hampered by difficult terrain and snow, it takes a while before they finally get there. The bear is deposited in its new cave and as soon as the adventurers leave the den, lots of bird calls can be heard. But its stops quickly as well.

The group make their way back to the meeting place where they found mister Gaindridge. The forest keeper is there and is all smiles now that he knows that Barney is alright and in his new home. "Thank you very much for your assistance, adventurers. Please, accept your pay and my eternal gratitude for the service rendered to the forest. I hope that I can call on your assistance again if ever there is any need of it again?"

(End of Plot)